I'm fairly new to programming, game programming especially. I'm trying to make pong using pygame, but have run into a slight issue. Essentially, the ball hits a paddle, stops, and then keeps going once the paddle is out of the way. Obviously I want the ball to bounce back, but I can't figure out why it won't, when I've coded (what I thought was) the appropriate logic for ball-paddle collisions. Here's my code:
# importing stuff
import sys, pygame
from pygame.locals import *
# starting pygame
pygame.init()
# defining basic colours
white = (255, 255, 255)
black = (0, 0, 0)
# set up the clock
clock = pygame.time.Clock()
# text and such
tFont = pygame.font.SysFont("monospace", 15)
# setting window res and setting display
winX, winY = 600, 300
window = pygame.display.set_mode((winX, winY))
# setting the speed for on screen stuff
playSpeed = 5 # player speed (p1 and p2)
# counts points for each player
# 1 2
points = [0, 0]
# tallies number of times FPS is counted and added to toal amount
fpsCount = 0
fpsTotal = 0
class Ball(object):
def __init__(self, speed):
# set default ball position in screen centre
self.ballX = winX / 2
self.ballY = winY / 2
self.ballSpeed = speed
def move(self):
if points[0] > points[1]: # if p1 has more points than p2
self.ballX -= self.ballSpeed # ball goes to p1's side
elif points[0] < points[1]: # only other condition could be p2 having more points
self.ballX += self.ballSpeed # ball goes to p2's side
elif points[0] == points[1]: # if points are equal
self.ballX -= self.ballSpeed # favour player 1 (change later)
pygame.draw.circle(window, black, (self.ballX, self.ballY), 3)
def collide(self, paddle): # unsure if 'paddle' necessary
# if ball hits top of paddle, bounce to top
# if hits bottom, bounce to bottom
# if ball hits midsection, bounce straight (middle could be about 10px?)
if paddle == playerOne:
self.ballX
self.ballX += self.ballSpeed
class Paddle(object):
# set the player number (1/2) and if it's an AI or real player
def __init__(self, player, aiornot):
if player == 1 and aiornot == False:
self.coords = [[40, 130], [40, 160]]
elif player == 2 and aiornot == False:
self.coords = [[560, 130], [560, 160]]
self.movement = 'stop' # sets default movement
def move(self):
if self.movement == 'down' and self.coords[1][1] < 300:
self.moveDown()
elif self.movement == 'up' and self.coords[0][1] > 0:
self.moveUp()
elif self.movement == 'stop':
self.stop()
# draw the paddle in new position
pygame.draw.line(window, black, self.coords[0], self.coords[1], 10)
# movement functions, for direction and such
def moveDown(self):
self.coords[0][1] += playSpeed
self.coords[1][1] += playSpeed
def moveUp(self):
self.coords[0][1] -= playSpeed
self.coords[1][1] -= playSpeed
def stop(self):
self.coords[0][1] = self.coords[0][1]
self.coords[1][1] = self.coords[1][1]
ball = Ball(playSpeed)
playerOne = Paddle(1, False)
playerTwo = Paddle(2, False)
# main loop
while True:
# event handling for exit
for event in pygame.event.get():
if event.type == QUIT:
# print the average FPS
print round(fpsTotal / fpsCount, 2), "fps (avg)"
pygame.quit()
sys.exit()
# setting direction upon arrow key press
elif event.type == KEYDOWN:
if event.key == K_DOWN:
playerOne.movement = 'down'
elif event.key == K_UP:
playerOne.movement = 'up'
elif event.key == K_s:
playerTwo.movement = 'down'
elif event.key == K_w:
playerTwo.movement = 'up'
# when the key is released, stop moving
elif event.type == KEYUP:
if event.key == K_DOWN or event.key == K_UP:
playerOne.movement = 'stop'
elif event.key == K_s or event.key == K_w:
playerTwo.movement = 'stop'
print "player1:", playerOne.coords
print "player2:", playerTwo.coords
# this is a mess... if the balls x coords = the paddles x coords, and the balls y
# coord is somewhere between the start and end point of the paddle, then do the balls
# collision function on the paddle
if ball.ballX >= playerOne.coords[0][0] and ball.ballX <= playerOne.coords[1][0]: # or ball.ballX == 40
if ball.ballY >= playerOne.coords[0][1] and ball.ballY <= playerOne.coords[1][1]:
ball.collide(playerOne)
print ball.ballX, ball.ballY
# fill the window
window.fill(white)
# redraw the bat with new position
playerOne.move()
playerTwo.move()
# redraw the ball with new position
ball.move()
# set FPS to 60
clock.tick(60)
# for working out average FPS
fpsCount += 1
fpsTotal += clock.get_fps()
# set window title
pygame.display.set_caption("Long Pong")
# render FPS to text, display text
text = tFont.render(str(round(clock.get_fps(), 2)), 8, black)
window.blit(text, (545, 5))
# update display
pygame.display.update()
And also a pastebin here if it's easier to look at/copy.
I appreciate any help with this, I've been able to work out any other problem on my own, but I can't tell what I'm missing here.
I hope the below code helps. Although my program was a bit different because every time the ball hit the paddle we had to generate a new ball.
import random
from livewires import games, color
games.init(screen_width = 640, screen_height = 480, fps = 50)
class Ball(games.Sprite):
quit_label = games.Text(value = "Press Q to Quit", size = 25, color = color.white, top = 5, right = 130,
is_collideable = False)
games.screen.add(quit_label)
def update(self):
if self.right > games.screen.width:
self.dx = -self.dx
if self.left < 0:
self.game_over()
if self.bottom > games.screen.height or self.top < 0:
self.dy = -self.dy
#pressing 'q' quits the game
if games.keyboard.is_pressed(games.K_q):
self.game_over()
def bounce(self):
self.dx = -self.dx
def game_over(self):
""" End the game. """
end_message = games.Message(value = "Game Over",
size = 90,
color = color.red,
x = games.screen.width/2,
y = games.screen.height/2,
lifetime = 3 * games.screen.fps,
after_death = games.screen.quit,
is_collideable = False)
games.screen.add(end_message)
self.destroy()
class Paddle(games.Sprite):
image = games.load_image("paddle.bmp")
score = games.Text(value = 0, size = 25, color = color.white, top = 15,
right = games.screen.width - 10, is_collideable = False)
games.screen.add(score)
def __init__(self):
super(Paddle, self).__init__(image = Paddle.image, x = games.mouse.x, bottom = games.screen.height)
def update(self):
""" Move to mouse y position. """
self.y = games.mouse.y
if self.left > 0:
self.left = 10
if self.right > games.screen.height:
self.right = games.screen.height
self.check_catch()
def check_catch(self):
for ball in self.overlapping_sprites:
Paddle.score.value += 1
ball_image2 = games.load_image("ball.bmp")
ball2 = Ball(image = ball_image2,
x = games.screen.width/2,
y = games.screen.height/2,
dx = 1,
dy = 1)
games.screen.add(ball2)
ball.bounce()
def main():
wall_image = games.load_image("background.bmp", transparent = False)
games.screen.background = wall_image
ball_image = games.load_image("ball.bmp")
the_ball = Ball(image = ball_image,
x = games.screen.width/2,
y = games.screen.height/2,
dx = 1,
dy = 1)
games.screen.add(the_ball)
the_paddle = Paddle()
games.screen.add(the_paddle)
games.mouse.is_visible = False
games.screen.mainloop()
# kick it off!
main()
Related
So im new at pygame and coding my first project- a side scrolling shooter. The issue im having is with my bullets: when i press the space key, some of the bullets will show up but there are times when nothing happens, and no bullets spawn when i jump. Not quite sure how to go about fixing this issue- any ideas would be greatly appreciated.
Code is as follows:
import pygame
import math, random, sys, pygame.mixer
from pygame.locals import *
pygame.init()
pygame.mixer.pre_init(44100, -16, 2, 8192)
pygame.mixer.init()
jump = False
jump_offset = 0
jump_height = 250
k = pygame.key.get_pressed()
def events():
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
def do_jumping():
global jump_height
global jump
global jump_offset
if jump:
jump_offset += 3
if jump_offset >= jump_height:
jump = False
elif jump_offset > 0 and jump == False:
jump_offset -= 3
#Defining colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
#Window Settings
w = 1280
h = 720
half_w = w /2
half_h = h /2
AREA = w*h
#Initialising the window
pygame.init()
display = pygame.display.set_mode((w,h)) #Sets the size of the window
pygame.display.set_caption("Cattleman") #Sets the title of the window
Clock = pygame.time.Clock() #clockspeed for the game ie. 60fps
FPS = 600
#pygame.mouse.set_visible(True) #Allows the mouse to be shown in the game window.
background = pygame.image.load("background.png").convert()
backgroundWidth, backgroundHeight = background.get_rect().size
stageWidth = backgroundWidth*2 #sets the area which the player can move in
stagePosX = 0 #Records position of stage as the player moves
startScrollPosX = half_w
circleRadius = 25
circlePosX = circleRadius
playerPosX = circleRadius
playerPosY = 602
playerVelocityX = 0
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
bullets = []
bulletSprite = pygame.image.load("Bullet1.png").convert_alpha()
bulletSprite = pygame.transform.scale(bulletSprite, (20,10))
#Sounds
#gunSounds = ["pew1.wav", "pew2.wav", "pew3.wav", "pew4.wav"]
#SOUNDS
shot = pygame.mixer.Sound("pew1.wav")
#------------------------MAIN PROGRAM LOOP------------------------#
while True:
events()
do_jumping()
k = pygame.key.get_pressed()
if k[K_RIGHT]:
playerVelocityX = 2 #Moves the player right
playersprite = pygame.image.load("player_spriteR2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
if k[K_LEFT]:
playerVelocityX = -2 #Moves the player left
playersprite = pygame.image.load("player_spriteL2.png").convert_alpha()
playersprite = pygame.transform.scale(playersprite, (130,130))
if k[K_UP] and jump == False and jump_offset == 0:
jump = True
if not k[K_RIGHT] and not k[K_LEFT]:
playerVelocityX = 0 #If no input detected, the player does not move
if k[K_SPACE]:
for event in pygame.event.get():
bullets.append([circlePosX-100, playerPosY-20])
shot.play()
playerPosX += playerVelocityX
if playerPosX > stageWidth - circleRadius-25: playerPosX = stageWidth - circleRadius-25 #Checks if the player trie to go past the right boundary
if playerPosX < circleRadius+55:playerPosX = circleRadius+55 #Checks if the player tries to go past the left boundary
if playerPosX < startScrollPosX: circlePosX = playerPosX
elif playerPosX > stageWidth - startScrollPosX: circlePosX = playerPosX - stageWidth + w
else:
circlePosX = startScrollPosX
stagePosX += -playerVelocityX
for b in range(len(bullets)):
bullets[b][0] -= 3
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
rel_x = stagePosX % backgroundWidth
display.blit(background,(rel_x - backgroundWidth, 0))
if rel_x < w:
display.blit(background, (rel_x, 0))
for bullet in bullets:
display.blit(bulletSprite, pygame.Rect(bullet[0], bullet[1], 0, 0,))
#pygame.draw.circle(display,WHITE, (int(circlePosX),playerPosY - jump_offset), circleRadius, 0)
display.blit(playersprite, (int(circlePosX-80),playerPosY-100 - jump_offset))
pygame.display.update()
Clock.tick(FPS)
display.fill(BLACK)
I have done this in my code that leaves multiple balls similar like bullets :
class Bullet():
def __init__(self, x, y):
# self.image = pygame.image.load("SingleBullet.png")
self.image = pygame.image.load("ball.png")
self.image = pygame.transform.scale(self.image, (25, 25))
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.is_alive = True
# --------------------
def update(self):
self.rect.y -= 15
if self.rect.y < 0:
self.is_alive = False
# --------------------
def draw(self, screen):
screen.blit(self.image, self.rect.topleft)
for getting keyboard :
def event_handler(self, event):
if event.type == KEYDOWN:
if event.key == K_LEFT:
self.move_x = -5
elif event.key == K_RIGHT:
self.move_x = 5
elif event.key == K_SPACE:
if len(self.shots) < self.max_shots:
self.shots.append(Bullet(self.rect.centerx, self.rect.top))
if event.type == KEYUP:
if event.key in (K_LEFT, K_RIGHT):
self.move_x = 0
So while working on my engine, I wanted to add an enemy in there, sounded simple enough. Even though my enemy is in the game, not violating the laws of physics (for the most part), the weird part is that I gave him 0 control over movement, but the enemy keeps following the player sprite as I move along.
Now playing around for a bit I've noticed the enemy latches on to the scrolling viewbox while the player is moving, hence the enemy slightly jumps when the player jumps as he hit the down viewbox.
I'm not trying to give him any AI at the moment, the enemy just needs to spawn along with the player, drop to a platform and stand still as the player moves away.
The whole code:
from pygame import *
import time
import pygame
# from colours import *
# from textObjects import small, medium, large
###########################################################################
# COLOURS AND TEXT OBJECTS #
###########################################################################
black = pygame.Color(0, 0, 0)
grey = pygame.Color(128, 128, 128)
white = pygame.Color(255, 255, 255)
red = pygame.Color(255, 0, 0)
green = pygame.Color(0, 255, 0)
light_blue = pygame.Color(201, 242, 255)
blue = pygame.Color(0, 0, 255)
green_yellow = pygame.Color(212, 255, 0)
yellow = pygame.Color(255, 251, 0)
orange = pygame.Color(255, 166, 0)
orange_red = pygame.Color(255, 85, 0)
pygame.font.init()
small = pygame.font.SysFont(None, 25)
medium = pygame.font.SysFont(None, 50)
large = pygame.font.SysFont(None, 80)
###########################################################################
# CLASSES #
###########################################################################
class Player(pygame.sprite.Sprite):
# Initialise function
def __init__(self, color=blue, width=32, height=48, health=100):
# I assume super() inherits everything from the block class
super(Player, self).__init__()
# Set the image to a Surface of size width and height
self.image = pygame.Surface((width, height))
# Fill the image with the default color of blue
self.image.fill(color)
# Use the Surface of the image to get the rectangular co-ordinates
self.set_properties()
# Create speed for x and y
self.speed_x = 0
self.speed_y = 0
# Create health
self.health = 100
self.level = None
def set_properties(self):
self.rect = self.image.get_rect()
# Create an x and y origin position (Centered the mouse on the sprite)
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
self.speed = 5
# Create total travel distance to check the player's position on the map
self.travel_distance_x = 0
self.travel_distance_y = 0
# Function to easily set the position of any block object on the center
def set_position(self, x, y):
self.rect.x = x - self.origin_x
self.rect.y = y - self.origin_y
# Function made to print the position on the map
def print_position(self):
self.travel_distance_x += self.speed_x
self.travel_distance_y += self.speed_y
# print self.travel_distance_x, self.travel_distance_y
def set_level(self, level):
self.level = level
self.set_position(level.player_start_x, level.player_start_y)
def set_image(self, filename=None):
if filename != None:
self.image = pygame.image.load(filename).convert()
self.set_properties()
def update(self, collidable=pygame.sprite.Group(), event=True):
self.experience_gravity()
self.event = True
self.rect.x += self.speed_x
collision_list = pygame.sprite.spritecollide(self, collidable, False)
for collided_object in collision_list:
# Right direction
if self.speed_x > 0:
self.rect.right = collided_object.rect.left
# Left direction
elif self.speed_x < 0:
self.rect.left = collided_object.rect.right
self.rect.y += self.speed_y
collision_list = pygame.sprite.spritecollide(self, collidable, False)
for collided_object in collision_list:
# Down direction
if self.speed_y > 0:
self.rect.bottom = collided_object.rect.top
self.speed_y = 0
# Up direction
elif self.speed_y < 0:
self.rect.top = collided_object.rect.bottom
self.speed_y = 0
if not event == None:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
self.speed_x = -self.speed
# self.change_speed(-self.speed, 0)
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
self.speed_x = self.speed
# self.change_speed(self.speed, 0)
if event.key == pygame.K_UP or event.key == pygame.K_w:
if len(collision_list) >= 1:
self.speed_y = -(self.speed) * 2
# self.change_speed(0, -self.speed * 2)
if event.key == pygame.K_DOWN:
# self.change_speed(0, self.speed)
pass
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
if self.speed_x < 0:
self.speed_x = 0
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
if self.speed_x > 0:
self.speed_x = 0
def experience_gravity(self, gravity=0.35):
if self.speed_y == 0:
self.speed_y = 1
else:
self.speed_y += gravity
class Enemy(pygame.sprite.Sprite):
# Initialise function
def __init__(self, color=red, width=32, height=48, health=100):
# I assume super() inherits everything from the block class
super(Enemy, self).__init__()
# Set the image to a Surface of size width and height
self.image = pygame.Surface((width, height))
# Fill the image with the default color of blue
self.image.fill(color)
# Use the Surface of the image to get the rectangular co-ordinates
self.set_properties()
# Create speed for x and y
self.speed_x = 0
self.speed_y = 0
# Create health
self.health = 100
self.level = None
def set_properties(self):
self.rect = self.image.get_rect()
# Create an x and y origin position (Centered the mouse on the sprite)
self.origin_x = self.rect.centerx
self.origin_y = self.rect.centery
self.speed = 5
# Create total travel distance to check the player's position on the map
self.travel_distance_x = 0
self.travel_distance_y = 0
# Function to easily set the position of any block object on the center
def set_position(self, x, y):
self.rect.x = x - self.origin_x
self.rect.y = y - self.origin_y
# Function made to print the position on the map
def print_position(self):
self.travel_distance_x += self.speed_x
self.travel_distance_y += self.speed_y
print self.travel_distance_x, self.travel_distance_y
def set_level(self, level):
self.level = level
self.set_position(level.enemy_start_x, level.enemy_start_y)
def set_image(self, filename=None):
if filename != None:
self.image = pygame.image.load(filename).convert()
self.set_properties()
def update(self, collidable=pygame.sprite.Group(), event=True):
self.experience_gravity()
self.event = True
self.rect.x += self.speed_x
collision_list = pygame.sprite.spritecollide(self, collidable, False)
for collided_object in collision_list:
# Right direction
if self.speed_x > 0:
self.rect.right = collided_object.rect.left
# Left direction
elif self.speed_x < 0:
self.rect.left = collided_object.rect.right
self.rect.y += self.speed_y
collision_list = pygame.sprite.spritecollide(self, collidable, False)
for collided_object in collision_list:
# Down direction
if self.speed_y > 0:
self.rect.bottom = collided_object.rect.top
self.speed_y = 0
# Up direction
elif self.speed_y < 0:
self.rect.top = collided_object.rect.bottom
self.speed_y = 0
if not event == None:
pass
def experience_gravity(self, gravity=0.35):
if self.speed_y == 0:
self.speed_y = 1
else:
self.speed_y += gravity
class Block(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color=blue):
# I assume super() inherits everything from the block class
super(Block, self).__init__()
# Set the image to a Surface of size width and height
self.image = pygame.Surface((width, height))
# Fill the image with the default color of blue
self.image.fill(color)
# Get rectangle object of the block
self.rect = self.image.get_rect()
# Assign x and y co-ordinates of the block
self.rect.x = x
self.rect.y = y
def experience_gravity(self, gravity=0.35):
if self.speed_y == 0:
self.speed_y = 1
else:
self.speed_y += gravity
class Level(object):
def __init__(self, player_object):
self.object_list = pygame.sprite.Group()
self.player_object = player_object
self.player_start = self.player_start_x, self.player_start_y = 80, 150
self.enemy_start = self.enemy_start_x, self.enemy_start_y = 300, 200
self.world_shift_x = 0
self.world_shift_y = 0
self.left_viewbox = screen_width / 2 - screen_width / 8
self.right_viewbox = screen_width / 2 + screen_width / 8
self.up_viewbox = screen_height / 3
self.down_viewbox = screen_height / 2 # + screen_height / 12
def update(self):
self.object_list.update()
def draw(self, screen):
screen.fill(white)
self.object_list.draw(screen)
def shift_world(self, shift_x, shift_y):
self.world_shift_x += shift_x
self.world_shift_y += shift_y
for each_object in self.object_list:
each_object.rect.x += shift_x
each_object.rect.y += shift_y
def scroll(self):
if self.player_object.rect.x <= self.left_viewbox:
view_difference = self.left_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.left_viewbox
self.shift_world(view_difference, 0)
if self.player_object.rect.x >= self.right_viewbox:
view_difference = self.right_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.right_viewbox
self.shift_world(view_difference, 0)
if self.player_object.rect.y <= self.up_viewbox:
view_difference = self.up_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.up_viewbox
self.shift_world(0, view_difference)
if self.player_object.rect.y >= self.down_viewbox:
view_difference = self.down_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.down_viewbox
self.shift_world(0, view_difference)
class Level_01(Level):
def __init__(self, player_object):
super(Level_01, self).__init__(player_object)
level = [
#[x, y, width, height, color]
[0, 0, 38, 899, black],
[7, 874, 1592, 25, black],
[1564, 0, 35, 887, black],
[0, 0, 1593, 40, black],
[330, 731, 282, 31, black],
[898, 678, 307, 28, black],
[603, 528, 280, 28, black],
[1279, 616, 301, 32, black],
[1046, 468, 194, 35, black],
[208, 348, 306, 28, black],
[708, 294, 335, 24, black],
[22, 487, 170, 26, black]
]
for block in level:
block = Block(block[0], block[1], block[2], block[3], block[4])
self.object_list.add(block)
class Camera(object):
def __init__(self, camera_function, width, height):
self.camera_function = camera_function
self.state = Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_function(self.state, target.rect)
###########################################################################
# TEXT AND UI FUNCTIONS #
###########################################################################
def set_message(text):
global message, previous_message
message = font.render(text, True, black, white)
previous_message = message
def text_objects(text, color, size):
if size == 'small':
textSurface = small.render(text, True, color)
if size == 'medium':
textSurface = medium.render(text, True, color)
if size == 'large':
textSurface = large.render(text, True, color)
return textSurface, textSurface.get_rect()
def display_message(text, color, y_displacement=0, size='small'):
textSurface, textRectangle = text_objects(text, color, size)
textRectangle.center = (screen_width / 2), (screen_height / 2) + y_displacement
screen.blit(textSurface, textRectangle)
def health_bar(player_health):
if player_health > 85:
health_color = green
elif player_health > 70:
health_color = green_yellow
elif player_health > 55:
health_color = yellow
elif player_health > 40:
health_color = orange
elif player_health > 25:
health_color = orange_red
else:
health_color = red
if player_health < 0:
player_health = 0
pygame.draw.rect(screen, health_color, (50, screen_height / 20, player_health, 25))
###########################################################################
# INITIALISATION, SCREEN PROPERTIES, FPS #
###########################################################################
# Initialise pygame module
pygame.init()
# Initialise pygame font
pygame.font.init()
# Defining the screen size
screen_size = screen_width, screen_height = 800, 600
# Setting the display and getting the Surface object
screen = pygame.display.set_mode(screen_size)
# Getting the Clock object
clock = pygame.time.Clock()
# Setting a title to the window
pygame.display.set_caption("TODO make title")
# Defining variable for FPS
fps_limit = 60
# Clear the screen
screen.fill(white)
# Setting the FPS at which the game will run
clock.tick(fps_limit)
###########################################################################
# MAIN LOOP, PAUSE AND DEATH FUNCTIONS #
###########################################################################
def death():
death = True
while death:
display_message("YOU DIED", red, size='large')
pygame.display.update()
time.sleep(1)
death = False
over = True
game_exit = True
def pause():
paused = True
display_message("Paused", black)
pygame.display.update()
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
run=True
intro=False
if event.key == pygame.K_ESCAPE:
pygame.quit()
quit()
screen.fill(light_blue)
display_message("Physics Engine v0.1", black, - screen_height / 5, 'large' )
display_message("pre-alpha stage", grey, - screen_height / 10, 'small')
display_message("Press ENTER to start or ESCAPE to close", black, screen_height / 8, 'small')
pygame.display.update()
def main_loop():
# Group all the currently active objects
active_object_list = pygame.sprite.Group()
# Set variable player to the Player() class
player = Player()
# Set variable enemy to the Enemy() class
enemy = Enemy()
# Add player to the active object list
active_object_list.add(player, enemy)
# Make a list for the levels and append Level_01 to that list with player as the handler (being the character in focus)
level_list = []
level_list.append(Level_01(player))
current_level_number = 0
current_level = level_list[current_level_number]
# Set the starting co-ordinates
player.set_level(current_level)
enemy.set_level(current_level)
# run = True
over = False
game_exit = False
while not game_exit:
if over == True:
while over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_exit = True
over = False
if event.type == pygame.KEYDOWN:
if event.key == K_RETURN:
main_loop()
if event.key == K_ESCAPE:
pygame.quit()
quit()
screen.fill(light_blue)
display_message("Do you want to start over?", black, -screen_height / 8, size='large')
display_message("Press RETURN to start over or ESCAPE to quit", black, screen_height / 8)
pygame.display.update()
current_events = pygame.event.get()
if current_events:
for event in current_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
pause()
if event.key == pygame.K_k:
player.health -= 5
# Update functions
player.update(current_level.object_list, event)
enemy.update(current_level.object_list, event)
current_level.update()
else:
player.update(current_level.object_list, None)
enemy.update(current_level.object_list, None)
current_level.update()
# Logic testing
current_level.scroll()
if player.health <= 0:
player.health = 0
over = True
death()
if player.travel_distance_y > 900:
player.health = 0
over = True
death()
# Draw everything
current_level.draw(screen)
active_object_list.draw(screen)
health_bar(player.health)
# Delay fps
clock.tick(fps_limit)
# Update screen
pygame.display.update()
game_intro()
main_loop()
The viewbox located in the Level class works in a way that checks if the player is hitting the box, if it is, the world is shifted around the player instead of the player moving in it.
Scroll function
def shift_world(self, shift_x, shift_y):
self.world_shift_x += shift_x
self.world_shift_y += shift_y
for each_object in self.object_list:
each_object.rect.x += shift_x
each_object.rect.y += shift_y
def scroll(self):
if self.player_object.rect.x <= self.left_viewbox:
view_difference = self.left_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.left_viewbox
self.shift_world(view_difference, 0)
if self.player_object.rect.x >= self.right_viewbox:
view_difference = self.right_viewbox - self.player_object.rect.x
self.player_object.rect.x = self.right_viewbox
self.shift_world(view_difference, 0)
if self.player_object.rect.y <= self.up_viewbox:
view_difference = self.up_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.up_viewbox
self.shift_world(0, view_difference)
if self.player_object.rect.y >= self.down_viewbox:
view_difference = self.down_viewbox - self.player_object.rect.y
self.player_object.rect.y = self.down_viewbox
self.shift_world(0, view_difference)
A thing to note is that Level and Level_01 takes "player_object" as an input, which I think is called when player.update() and enemy.update() are called in the main loop.
Main loop
if current_events:
for event in current_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
pause()
if event.key == pygame.K_k:
player.health -= 5
# Update functions
player.update(current_level.object_list, event)
enemy.update(current_level.object_list, event)
current_level.update()
else:
player.update(current_level.object_list, None)
enemy.update(current_level.object_list, None)
current_level.update()
So despite the fact that player is used as a handler for the level in line 477:
level_list.append(Level_01(player))
I think the enemy is influenced by the viewbox because he is also treated as the "player_object" in the scrolling function.
If anyone can give me a few tips on what I'm doing wrong would be very helpful, thanks.
The problem is in your scroll, or rather your shift_world function. You shift every object in self.object_list. For Level01, this list only contains the block objects. In scroll, you then shift every block and the player, but not the enemy. This means the enemy sprite stays at its place and is not shifted with the world as it should be. It therefore appears to move, because its position relative to the world changes. In truth, it stays blitted at the same position on the canvas as it was.
When the player jumps, the enemy ends up in the air once the world has shifted down, and then gravity pulls him back to the platform. When the player moves right, the enemy seems to follow because the world shifts left and the enemy doesn't shift with it.
Add the enemy to your object_list and it should work as expected.
I'm having an odd phenomenon where my sound file is playing 8 times, then off, then playing, then off, then playing again.
import sys, pygame, os, time
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# to get rid of sound lag
pygame.mixer.pre_init(44100, -16, 8, 2048)
# Runs imported module
pygame.init()
# Constants
UP = 'up'
DOWN = 'down'
BOOSTSP = 12
NORMSP = 8
WIN_W = 920
WIN_H = 570
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
PADDLE_HEIGHT = 440
BALL_WIDTH = BALL_HEIGHT = 20
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Paddle(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.x = x
self.y = y
self.speed = 8
self.pWidth = 20
self.score = 0
self.pHeight = PADDLE_HEIGHT
self.paddle = pygame.Surface((self.pWidth, self.pHeight))
self.paddle = self.paddle.convert()
self.lp_moveUP = self.lp_moveDOWN = self.rp_moveUP = self.rp_moveDOWN = False
def update(self, down, up):
# Adjust speed
if up or down or up or down:
if up:
self.y -= self.speed
if down:
self.y += self.speed
# paddle movement
if self.y < 0:
self.y = 0
if self.y > WIN_H - self.pHeight:
self.y = WIN_H - self.pHeight
class Ball(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.speed = [-5, -5]
self.ball = pygame.Surface((BALL_WIDTH, BALL_HEIGHT))
self.ball = self.ball.convert()
self.rect = pygame.Rect(WIN_W/2, WIN_H/2-(BALL_HEIGHT/2), BALL_WIDTH, BALL_HEIGHT)
def restart(self, lPaddle, rPaddle, screen):
time.sleep(2)
self.rect.y = WIN_H/2-(BALL_HEIGHT/2)
self.rect.x = WIN_W/2
lPaddle.y = (WIN_H/2) - (PADDLE_HEIGHT/2)
rPaddle.y = (WIN_H/2) - (PADDLE_HEIGHT/2)
return True
Notice that in the 'update' method, I am playing a sound if the ball hits the paddle. You can see that I print the return value of the 'playSound' function which is the return value of the play() method.
def update(self, lPaddle, rPaddle, sound, playSound):
# If ball hits the top or bottom
if self.rect.top < 0 or self.rect.top > WIN_H - BALL_HEIGHT:
self.speed[1] = -self.speed[1]
print playSound(sound["bop"], 1)
# If ball hits paddle
if(self.speed[0] < 0):
if (self.rect.left > lPaddle.x + lPaddle.pWidth - 15 and self.rect.left < lPaddle.x + lPaddle.pWidth-10) and (self.rect.top > lPaddle.y and self.rect.top < (lPaddle.y + lPaddle.pHeight)):
self.speed[0] = -self.speed[0]
print playSound(sound["beep"], 1)
else:
if (self.rect.left > rPaddle.x - 15 and self.rect.left < rPaddle.x - 5) and (self.rect.top > rPaddle.y and self.rect.top < (rPaddle.y + rPaddle.pHeight)):
self.speed[0] = -self.speed[0]
print playSound(sound["beep"], 1)
self.rect = self.rect.move(self.speed)
# Returns True for .5 seconds, then False for .5 seconds.
def checkTime(cur, beg):
return (cur - beg) % 1000 < 500
# Takes in string, (x, y) and size. Returns text and rect.
def txtRect(sen, xpos, ypos, size):
phrase = pygame.font.Font(None, size)
phrase = phrase.render(sen, 1, BLACK)
phraseRect = phrase.get_rect()
phraseRect.x = xpos
phraseRect.y = ypos
return phrase, phraseRect
# Loads sound files
def playSound(sound, volume):
sound.set_volume(volume)
return sound.play()
# Loads sound files
def loadSound():
sound = {}
sound["beep"] = pygame.mixer.Sound("sound/beep.ogg")
sound["boom"] = pygame.mixer.Sound("sound/boom.ogg")
sound["bop"] = pygame.mixer.Sound("sound/bop.ogg")
sound["choose"] = pygame.mixer.Sound("sound/choose.ogg")
sound["count"] = pygame.mixer.Sound("sound/count.ogg")
sound["end"] = pygame.mixer.Sound("sound/end.ogg")
sound["music"] = pygame.mixer.Sound("sound/music.ogg")
sound["select"] = pygame.mixer.Sound("sound/select.ogg")
return sound
def main():
size = WIN_W, WIN_H
fps = 60
# Used for count down
countDown = 3
decrement = True
pygame.display.set_caption('Pong')
screen = pygame.display.set_mode(size, pygame.SRCALPHA)
# Create our objects
ball = Ball((WIN_W/2)-(BALL_WIDTH/2), WIN_H/2-(BALL_HEIGHT/2))
lPaddle = Paddle(WIN_W/15, (WIN_H/2)-(PADDLE_HEIGHT/2))
rPaddle = Paddle(WIN_W/1.1, (WIN_H/2)-(PADDLE_HEIGHT/2))
# Create sound objects
sound = loadSound()
clock = pygame.time.Clock()
beg_time = pygame.time.get_ticks()
intro = count = play = outro = True
lp_moveUP = lp_moveDOWN = rp_moveDOWN = rp_moveUP = False
while intro:
# Print background
screen.fill(WHITE)
# Title Text: Pong
text = txtRect("Pong", 0, 0, 200)
text = txtRect("Pong", WIN_W/2-(text[1].width/2), WIN_H/4, 200)
screen.blit(text[0], text[1])
# Blinking Text: Click here to start
text = txtRect("- Click here to start -", 0, 0, 50)
text = txtRect("- Click here to start -", WIN_W/2-(text[1].width/2), WIN_H/1.7, 50)
if checkTime(beg_time, pygame.time.get_ticks()):
screen.blit(text[0], text[1])
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN or pygame.key.get_pressed()[pygame.K_RETURN] != 0:
screen.blit(text[0], text[1])
pygame.display.flip()
playSound(sound["select"], .3)
pygame.time.wait(1500)
intro = False
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
# Gameplay
while play:
# Print background
screen.fill(WHITE)
screen.blit(lPaddle.paddle, (lPaddle.x, lPaddle.y))
screen.blit(rPaddle.paddle, (rPaddle.x, rPaddle.y))
screen.blit(ball.ball, ball.rect)
# Print Score
sen = "Player 1 score: " + str(lPaddle.score)
text = txtRect(sen, WIN_W/6.5, WIN_H/57, 40)
screen.blit(text[0], text[1])
sen = "Player 2 score: " + str(rPaddle.score)
text = txtRect(sen, WIN_W - WIN_W/6.5 - text[1].width, WIN_H/57, 40)
screen.blit(text[0], text[1])
# Countdown
if count:
text = txtRect(str(countDown), 0, 0, 75)
text = txtRect(str(countDown), WIN_W/3.5 - (text[1].width/2), WIN_H/4, 75)
screen.blit(text[0], text[1])
text = txtRect(str(countDown), WIN_W/1.4 - (text[1].width/2), WIN_H/4, 75)
screen.blit(text[0], text[1])
# Writes to main surface
pygame.display.flip()
playSound(sound["count"], 1)
time.sleep(1)
countDown -= 1
# bug fix: prevent display of 0.
if countDown == 0:
count = False
# Gameplay
else:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
# Keyboard mechanics
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == pygame.K_UP:
rp_moveUP = True
rp_moveDOWN = False
elif event.key == pygame.K_DOWN:
rp_moveUP = False
rp_moveDOWN = True
if event.key == pygame.K_w:
lp_moveUP = True
lp_moveDOWN = False
elif event.key == pygame.K_s:
lp_moveUP = False
lp_moveDOWN = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
rp_moveUP = False
elif event.key == pygame.K_DOWN:
rp_moveDOWN = False
if event.key == pygame.K_w:
lp_moveUP = False
elif event.key == pygame.K_s:
lp_moveDOWN = False
lPaddle.update(lp_moveDOWN, lp_moveUP)
rPaddle.update(rp_moveDOWN, rp_moveUP)
ball.update(lPaddle, rPaddle, sound, playSound)
# If ball moves off the screen
if ball.rect.left < 0 - ball.rect.width or ball.rect.left > WIN_W + ball.rect.width:
if ball.rect.left < 0:
rPaddle.score += 1
elif ball.rect.left > WIN_H + ball.rect.width:
lPaddle.score += 1
playSound(sound["end"], 1)
count = ball.restart(lPaddle, rPaddle, screen)
countDown = 3
# Game ends
if lPaddle.score == 3 or rPaddle.score == 3:
playSound(sound["boom"], 1)
break
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
# Gameplay
while outro:
# Print background
screen.fill(WHITE)
# End Text: Player wins
if lPaddle.score == 3 or rPaddle.score == 3:
if lPaddle.score == 3:
sen = "Player 1 Wins!"
else:
sen = "Player 2 Wins!"
text = txtRect(sen, 0, 0, 40)
text = txtRect(sen, WIN_W/2-(text[1].width/2)-130, WIN_H/4, 100)
screen.blit(text[0], text[1])
text = txtRect("- Click here to continue -", 0, 0, 50)
text = txtRect("- Click here to continue -", WIN_W/2-(text[1].width/2), WIN_H/1.7, 50)
# Blinking Text: Click here to start
if checkTime(beg_time, pygame.time.get_ticks()):
screen.blit(text[0], text[1])
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN or pygame.key.get_pressed()[pygame.K_RETURN] != 0:
screen.blit(text[0], (WIN_W/2-(text[1].width/2), WIN_H/1.7))
pygame.display.flip()
loadSound("choose", 1)
pygame.time.wait(1500)
outro = False
main()
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
main()
When I play, the intro sounds play and then when the ball bounces off the paddles, the program only plays 8 times with the exact same result every time I play the game. Here is my output. Any help would be much appreciated.
/Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 /Users/DanielLee/PycharmProjects/newPong/pong7_sound.py
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
None
None
None
None
Channel object at 0x1002c42e8
None
Channel object at 0x1002c42e8
Channel object at 0x1002c42e8
The reason I believe the sound was playing then not playing had something to do with the channel being used repeatedly. The solution was to set a 'maxtime' for the sound, turning it off and freeing up the channel for later use.
from documentation: play(loops=0, maxtime=0, fade_ms=0)
As can be seen in the documentation for play(), the second argument is 'maxtime' which can be set to ensure that channels will be available.
I don't have a clear understanding of the mechanics of how this works exactly or even if my understanding of the error is valid, so any clarification would be appreciated.
I am trying to add in random drops from enemy deaths to a game I am making in Python and wondering how to implement it. the drops I am wanting to add currently are shield and health, with shield having a lower drop chance. The main code for Drops are here:
import pygame
class HealthDrop(pygame.sprite.Sprite):
def __init__(self, x, y):
self.image = pygame.image.load('images/Sprites/health.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.on_ground = False
self.gravity = 0.5
def update(self):
def render(self, surface):
surface.blit(self.image, self.rect)
class ShieldDrop(pygame.sprite.Sprite):
def __init__(self, x, y):
self.image = pygame.image.load('images/Sprites/shield.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.on_ground = False
self.gravity = 0.5
def update(self):
def render(self, surface):
surface.blit(self.image, self.rect)
Then the code for the main file is here:
import pygame, sys
import random
import pygame.mixer
import Funk
from time import sleep
from player import *
from zombie import *
from level import *
from bullet import *
from constants import *
from Drops import *
import menu as dm
class Game():
def __init__(self):
pygame.init()
pygame.mixer.init()
#pygame.mixer.music.load('sounds/menugame.ogg')
#pygame.mixer.music.play(-1)
# A few variables
self.gravity = .50
self.ground = pygame.Rect(0, 640, 1280, 80)
self.red = (255, 0, 0)
self.darkred = (200, 0, 0)
self.darkblue = (0, 0, 200)
self.darkgreen = (0, 200, 0)
self.gameover = pygame.image.load('images/gameover.png')
self.victory = pygame.image.load('images/victory.png')
# Bullets
self.bullets = []
# Screen
size = (1280, 720)
self.screen = pygame.display.set_mode(size)
pygame.display.set_caption('Moon Survival!')
# Moon / Background
self.moon = Background()
self.text1 = pygame.image.load('images/TextSlides/Text1.jpg')
self.text2 = pygame.image.load('images/TextSlides/Text2.jpg')
# Zombies
self.zombies = []
for i in range(15):
self.zombies.append( Zombie(random.randint(0,1280), random.randint(0,720)) )
self.zombieskilled = 0
# Player
self.player = Player(25, 320, self.gravity)
# Font for text
self.font = pygame.font.SysFont(None, 72)
# game over
self.gameover_text = self.font.render("The Aliens Are Too Good", -1, (255, 0, 0))
self.gameover_rect = self.gameover_text.get_rect(center=self.screen.get_rect().center)
# game state
self.game_state = STATE_INGAME
def run(self):
clock = pygame.time.Clock()
# "state machine"
RUNNING = True
PAUSED = False
GAME_OVER = False
# Game loop
while RUNNING:
# (all) Events
if self.game_state == STATE_INGAME:
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
self.bullets.append(Bullet(self.player.rect.x + 30, self.player.rect.y + 30, self.player.direction))
if event.key == pygame.K_ESCAPE:
RUNNING = False
elif event.key == pygame.K_p:
# set state to paused
self.game_state = STATE_PAUSED
# Player/Zomies events
self.player.handle_events(event)
# (all) Movements / Updates
self.player_move()
self.player.update()
for z in self.zombies:
self.zombie_move(z)
z.update(self.screen.get_rect())
for b in self.bullets:
b.update()
for tile in self.moon.get_surrounding_blocks(b):
if tile is not None:
if pygame.sprite.collide_rect(b, tile):
# Destroy block
x = tile.rect.x / tile.rect.width
y = tile.rect.y / tile.rect.height
self.moon.levelStructure[x][y] = None
self.bullets.remove(b)
# (all) Display updating
self.moon.render(self.screen)
for z in self.zombies:
z.render(self.screen)
for b in self.bullets:
b.render(self.screen)
self.player.render(self.screen)
Funk.text_to_screen(self.screen, 'Level 1', 5, 675)
Funk.text_to_screen(self.screen, 'Health: {0}'.format(self.player.health), 5, 0)
Funk.text_to_screen(self.screen, 'Score: {0}'.format(self.player.score), 400, 0)
Funk.text_to_screen(self.screen, 'Time: {0}'.format(self.player.alivetime), 750, 0)
Funk.text_to_screen(self.screen, 'Kills: {0}'.format(self.zombieskilled), 5, 50)
Funk.text_to_screen(self.screen, 'Lives: {0}'.format(self.player.lives), 300, 50)
elif self.game_state == STATE_PAUSED:
# (all) Display updating
if self.game_state == STATE_INGAME:
if event.type == pygame.QUIT:
RUNNING = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
RUNNING = False
choose = dm.dumbmenu(self.screen, [
'Resume Game',
'Menu',
'Quit Game'], 200, 200,'orecrusherexpanded',100,0.75,self.darkred,self.red)
if choose == 0:
print "You choose 'Start Game'."
# set state to ingame
self.game_state = STATE_INGAME
elif choose == 1:
print "You choose 'Controls'."
if choose == 2:
print "You choose 'Quit Game'."
pygame.quit()
sys.exit()
#for event in pygame.event.get():
self.moon.render(self.screen)
for z in self.zombies:
z.render(self.screen)
for b in self.bullets:
b.render(self.screen)
self.player.render(self.screen)
Funk.text_to_screen(self.screen, 'Level 1', 5, 675)
Funk.text_to_screen(self.screen, 'Health: {0}'.format(self.player.health), 5, 0)
Funk.text_to_screen(self.screen, 'Score: {0}'.format(self.player.score), 400, 0)
Funk.text_to_screen(self.screen, 'Time: {0}'.format(self.player.alivetime), 750, 0)
Funk.text_to_screen(self.screen, 'Kills: {0}'.format(self.zombieskilled), 850, 0)
elif self.game_state == STATE_GAMEOVER:
self.screen.blit(self.gameover, (0, 0))
pygame.display.update()
choose = dm.dumbmenu(self.screen, [
'New Game',
' Menu ',
'Quit Game'], 200, 300,'orecrusherexpanded',100,0.75,self.darkred,self.red)
if choose == 0:
print "You choose 'Start Game'."
# set state to ingame
self.game_state = STATE_INGAME
execfile('MoonSurvival.py')
if choose == 1:
print "You choose 'Start Game'."
execfile('run_game.py')
if choose == 2:
print "You choose 'Start Game'."
pygame.quit()
sys.exit()
pygame.display.update()
# FTP
clock.tick(100)
# --- the end ---
pygame.quit()
def player_move(self):
# add gravity
self.player.do_jump()
# simulate gravity
self.player.on_ground = False
if not self.player.on_ground and not self.player.jumping:
self.player.velY = 4
# Health
for zombie in self.zombies:
if pygame.sprite.collide_rect(self.player, zombie):
self.player.health -= 5
# check if we die
if self.player.health <= 0:
self.player.lives -= 1
self.player.rect.x = 320
self.player.rect.y = 320
self.player.health += 200
if self.player.lives <= 0:
sleep(2)
self.game_state = STATE_GAMEOVER
# move player and check for collision at the same time
self.player.rect.x += self.player.velX
self.check_collision(self.player, self.player.velX, 0)
self.player.rect.y += self.player.velY
self.check_collision(self.player, 0, self.player.velY)
def zombie_move(self, zombie_sprite):
# add gravity
zombie_sprite.do_jump()
# simualte gravity
zombie_sprite.on_ground = False
if not zombie_sprite.on_ground and not zombie_sprite.jumping:
zombie_sprite.velY = 4
# Zombie damage
for zombie in self.zombies:
for b in self.bullets:
if pygame.sprite.collide_rect(b, zombie):
#The same bullet cannot be used to kill
#multiple zombies and as the bullet was
#no longer in Bullet.List error was raised
zombie.health -= 10
self.bullets.remove(b)
if zombie.health <= 0:
self.zombieskilled += 1
self.player.score += 20
self.zombies.remove(zombie)
break
# move zombie and check for collision
zombie_sprite.rect.x += zombie_sprite.velX
self.check_collision(zombie_sprite, zombie_sprite.velX, 0)
zombie_sprite.rect.y += zombie_sprite.velY
self.check_collision(zombie_sprite, 0, zombie_sprite.velY)
def check_collision(self, sprite, x_vel, y_vel):
# for every tile in Background.levelStructure, check for collision
for block in self.moon.get_surrounding_blocks(sprite):
if block is not None:
if pygame.sprite.collide_rect(sprite, block):
# we've collided! now we must move the collided sprite a step back
if x_vel < 0:
sprite.rect.x = block.rect.x + block.rect.w
if type(sprite) is Zombie:
# the sprite is a zombie, let's make it jump
if not sprite.jumping:
sprite.jumping = True
sprite.on_ground = False
if x_vel > 0:
sprite.rect.x = block.rect.x - sprite.rect.w
if type(sprite) is Zombie:
# the sprite is a zombie, let's make it jump
if not sprite.jumping:
sprite.jumping = True
sprite.on_ground = False
if y_vel < 0:
sprite.rect.y = block.rect.y + block.rect.h
if y_vel > 0 and not sprite.on_ground:
sprite.on_ground = True
sprite.rect.y = block.rect.y - sprite.rect.h
#---------------------------------------------------------------------
Game().run()
you need to edit this:
def zombie_move(self, zombie_sprite):
for zombie in self.zombies:
for b in self.bullets:
if pygame.sprite.collide_rect(b, zombie):
zombie.health -= 10
self.bullets.remove(b)
if zombie.health <= 0:
self.zombieskilled += 1
self.player.score += 20
#You need some code here (before removing the zombie)
self.zombies.remove(zombie)
break
I'm sorry I forgot how to do it in Python, but the logic is like that: In place of the comment inside the code add something like HealthDrop.append(x, y) or ShieldDrop.append(x, y) where x and y should be zombie's values (that's why you should do it before removing the zombie).
If you want random chance just add import random then do it like that:
percentage = random.randint(1, 100)
if (percentage >= 1) and (percentage < 10)
healthDrop.append(zombie.x, zombie.y)
else
if (percentage >= 10) and (percentage < 20)
shieldDrop.append(zombie.x, zombie.y)
In this example I set 10% for each "item" to drop (they can't both drop), it randomizes a number from 1 to 100 , if it's a number from 1 to 9 its healthDrop, if it's a number from 10 to 19 its shieldDrop, feel free to experiment with what percentages makes your game balanced
Also don't forget to add collision (I see you already have some code for collision so I guess you know how to do it). The rest of the code should be easy for you to do (like increasing health on pick up etc etc.
I'm sorry I don't remember python really well, but you can use them similar to the bullet class, I hope you have the idea, if there's anything troubling you please tell me and I'll help more :)
I'm making a program that clones pong based off a tutorial and I already have the program to where it is multiplayer with two separate people. I want to add an AI in the program instead of a player 2. I've been stuck on this for quite some time and would appreciate any help! Here is the code currently:
import sys, os, math, random, pygame
from pygame.locals import *
class paddle(pygame.sprite.Sprite):
def __init__(self, xy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join('assets', 'pong_paddle.gif'))
self.rect = self.image.get_rect()
self.rect.centerx, self.rect.centery = xy
self.movementspeed = 5
self.velocity = 0
def up(self):
# increases vertical velocity
self.velocity -= self.movementspeed
def down(self):
# decreases vertical velocity
self.velocity += self.movementspeed
def move(self, dy):
# moves the paddle y, doesn't go out of top or bottom
if self.rect.bottom + dy > 400:
self.rect.bottom = 400
elif self.rect.top + dy < 0:
self.rect.top = 0
else:
self.rect.y += dy
def update(self):
# makes the paddle move every frame
self.move(self.velocity)
class aiplayer(object):
def __init__(self):
self.bias = random.random() - 0.5
self.hit_count = 0
def update(self, paddle, game,):
if (paddle.rect.centerx < game.bounds.centerx and game.ball.rect.centerx < game.bounds.centerx) or (paddle.rect.centerx > game.bounds.centerx and game.ball.rect.centerx > game.bounds.centerx):
delta = (paddle.rect.centery + self.bias * paddle.rect.height) - game.ball.rect.centery
if abs(delta) > paddle.velocity:
if delta > 0:
paddle.direction = -1
else:
paddle.direction = 1
else:
paddle.direction = 0
else:
paddle.direction = 0
def hit(self):
self.hit_count += 1
if self.hit_count > 6:
self.bias = random.random() - 0.5
self.hit_count = 0
def lost(self):
self.bias = random.random() - 0.5
def won(self):
pass
def render(self, surface):
x, y = self.location
w, h = self.image.get_size()
surface.blitz(self.image, (x-w/2, y-h/2))
class Ball(pygame.sprite.Sprite):
def __init__(self, xy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join('assets', 'pong_ball.gif'))
self.rect = self.image.get_rect()
self.rect.centerx, self.rect.centery = xy
self.maxspeed = 10
self.servespeed = 5
self.velx = 0
self.vely = 0
def reset(self):
self.rect.centerx, self.rect.centery = 400, 200
self.velx = 0
self.vely = 0
def serve(self):
angle = random.randint(-45, 45)
if abs(angle) < 5 or abs(angle-180) < 5:
angle = random.randint(10, 20)
if random.random() > .5:
angle += 180
# this gets the velocity for the x and y coords
x = math.cos(math.radians(angle))
y = math.sin(math.radians(angle))
self.velx = self.servespeed * x
self.vely = self.servespeed * y
class Game(object):
def __init__(self):
pygame.init()
# creates the window
self.window = pygame.display.set_mode((800, 400))
# makes a clock
self.clock = pygame.time.Clock()
# window title
pygame.display.set_caption("Pong")
# tells pygame to watch for these certain events so we can close window
pygame.event.set_allowed([QUIT, KEYDOWN, KEYUP])
self.background = pygame.Surface((800, 400))
self.background.fill((55, 255, 85))
pygame.draw.line(self.background, (0,0,0), (400, 0), (400, 400), 2)
self.window.blit(self.background, (0,0))
#lets the background show up
pygame.display.flip()
#renders the sprites so that they actually show up
self.sprites = pygame.sprite.RenderUpdates()
# makes the paddles, adds to sprite group
self.leftpaddle = paddle((50, 200))
self.sprites.add(self.leftpaddle)
self.rightpaddle = paddle((750, 200))
self.sprites.add(self.rightpaddle)
# makes the ball
self.ball = Ball((400, 200))
self.sprites.add(self.ball)
def run(self):
# this lets the game run using a loop so its always active and never closes
running = True
while running:
self.clock.tick(60)
# pygame event, if user closes the game, then stop running
running = self.handleEvents()
pygame.display.set_caption("Pong %d fps" % self.clock.get_fps())
self.manageBall()
# updates the sprites(paddles, ball)
for sprite in self.sprites:
sprite.update()
# renders the sprites
self.sprites.clear(self.window, self.background)
dirty = self.sprites.draw(self.window)
pygame.display.update(dirty)
def handleEvents(self):
for event in pygame.event.get():
if event.type == QUIT:
return False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return False
# controls the right paddle
if event.key == K_w:
self.leftpaddle.up()
if event.key == K_s:
self.leftpaddle.down()
if event.key == K_UP:
self.rightpaddle.up()
if event.key == K_DOWN:
self.rightpaddle.down()
# serves the ball
if event.key == K_SPACE:
if self.ball.velx == 0 and self.ball.vely == 0:
self.ball.serve()
elif event.type == KEYUP:
if event.key == K_w:
self.leftpaddle.down()
if event.key == K_s:
self.leftpaddle.up()
if event.key == K_UP:
self.rightpaddle.down()
if event.key == K_DOWN:
self.rightpaddle.up()
elif event.type ==
return True
def manageBall(self):
# this moves the ball
self.ball.rect.x += self.ball.velx
self.ball.rect.y += self.ball.vely
if self.ball.rect.top < 0:
self.ball.rect.top = 1
# makes the ball bounce
self.ball.vely *= -1
elif self.ball.rect.bottom > 400:
self.ball.rect.bottom = 399
# makes ball bounce off bottom
self.ball.vely *= -1
# resets the ball if it hits the left or right screen
if self.ball.rect.left < 0:
self.ball.reset()
return
elif self.ball.rect.right > 800:
self.ball.reset()
return
collision = pygame.sprite.spritecollide(self.ball, [self.leftpaddle, self.rightpaddle], dokill = False)
if len(collision) > 0:
hitpaddle = collision[0]
# sends the ball back
self.ball.velx *= -1
# makes sure the ball doesn't get stuck in the paddle
self.ball.rect.x += self.ball.velx
# makes the game and runs it
if __name__ == '__main__':
game = Game()
game.run()
Make a function AI in the aiplayer and have it return up or down
int AI(self.position,ball.position):
if self.y>ball.y:
return -1
elif self.y<ball.y:
return 1
then, in the update() code for aiplayer, do something similar to this
self.y += movespeed*AI(self.position,ball.position)
Then, it either moves the paddle up or down depending on where the ball is ( you might need to switch if you add or subtract the movespeed to get the paddle to go the right direction). Also, it might be more effective to use the center of the paddle so that it won't put the top or bottom edge of the paddle at the ball.